Hey guys, I am working with a skin shader with ShaderFX in Maya. Decided to try the "Blur9Tap"-node and I am assuming you use it in conjunction with render targets right? I'm getting fairly promising blurred results, however when using the render target functionality I'm having polygon sorting issues. Disabling the "Double…
I'm coming from lots of Unity experience but relatively no shader experience especially with these networks or nodes. Jumping into Unreal 4 and the basic PBL setup (Diffuse, Roughness, Metallic) what can I do to try and push more realism? Also this may be a good opportunity for other people to learn as well? I know there…
Hey everyone, I've been learning how to render in Arnold but I can't seem to find a good tutorial that talks about making procedural crevice or dirt texture (e.g. concave surfaces get a different colour than convex). I have found this: https://vimeo.com/134311814 - but I don't think it really covers what I'm asking. Is…
I have two substances I made imported into Painter. A stone material and a moss material. I want to blend these two together using the heightmap of the stone material. So the moss starts revealing itself in the lower cracks of the stone heightmap. This is easy to do in Substance designer and UE4. In designer you just…
Hey guys currently having some trouble with making an ice shader in UDK. this is sort of the effect I want. http://pixdaus.com/pics/1222389968Nsim3rt.jpg As of right now I am using a fresnel and plugging that into a square root node. I then blend that node with a heighmap and plug into my diffuse. I tried opacity but it…
I'm using primarily Opera because I simply prefer the UI and not having to reload pages when pressing the back button. Some websites won't load in Opera (Nintendo of Europe's broken POS website, for example), for those I use Firefox. I'm breaking a few more sites by only accepting cookies from websites I manually added to…
It's pretty easy to bake in Max, if that's what you have or prefer. * Select the model with two UV channels on it (like my glTF example). * In the Material Editor, add a Bitmap node, and load your equirect map. * Set the map channel in the Bitmap node to the equirect UV layout (channel 2 in my example). * Add a Physical…